Project Info

Genre: Arcade Twin Stick Shooter
Project Type: Solo
Timeline: 8 Weeks - 2023
Engine: Unreal Engine 5



Key Responsibilities

  • Designed and Implemented: Core Gameplay Loop & Combat Dynamics.

  • Designed and Implemented: 3 Unique Enemies fulfilling different design intentions.

  • Designed and Implemented: Meta-Progression, reinforcing a Bite-Sized experience.

  • Designed and Implemented: Onboarding & Audio-Visual Communication.

  • Designed and Implemented: Local Multiplayer Mode.

  • Designed and implemented: UI/UX.



Core Game Loop

What

I produced the initial concept for a Twin Stick Shooter game, that merges Super Crate Box’s randomized weapons and arcade-like structure with the continuous action and health drain from Post Void, in a hectic and bite-sized format.

Gif of uninterrupted gameplay

The player constantly loses health. This is caused and scaled by a resource called “Exorcism”. This serves as a difficulty scaler, which also influences enemy spawning.

Killing enemies restores health but consumes limited ammo.
Kills in rapid succession reduce Exorcism slightly.

Weapon Crates provide a random weapon with full ammo while restoring health and increasing Exorcism.

Zubek / Onion / Types of Fun

*Chaos Crystals is the name given to the Weapon Crates.

{Talk about strongly intertwined loop?}

Early Design Breakdowns

Do the Work

The player performs 3 main Verbs: Shoot, Move, Dash.
Actions are kept simple to allow players to focus on positioning and moment-to-moment decision-making.

How

I started with research, followed by creating a prototype in machination, breaking down the concept, and validating the loop for a rapid prototype implementation.

Gif of Early prototype

Early In-Engine Prototype

Machination has been a key tool to support the development of the core loop. It enabled me to visualize issues and connections within the tightly intertwined resource loop before the in-engine implementation, making iteration more nimble and time-effective.

It also served as a platform to test out the balancing and tuning of the systems, thanks to a clear visualization of the flow of resources.

Replace “Chaos Crystals” with “Weapon Crate”

Why

Player Experience

Hectic:

The player should constantly be on their toes, and be required to make split-second decisions.

Bite-Sized:

A round should not last more than 3 minutes, while still providing a meaningful experience to the player.

Kinds of Fun

Following the “8 Kinds of Fun,” these elements facilitated enjoyment:
- Challenge
- Sensation
- Fellowship

This tool allowed me to have a better understanding of the players’ motivations, narrowing down the target audience and providing additional guidelines to prioritize work, define design intent, and deliver on the intended player experience.

The ever-depleting health system and all the interactions around it build a sense of insecurity and short-term objectives that create hectic game states where quick thinking is the only tool for a successful outcome.

Hectic Gameplay Gif

The difficulty scaling and progression are reminiscent of the balancing of classic arcade games, keeping the interaction loops concise and delivering the experience in a bite-sized format where the mechanics shine.

Hectic Gameplay Gif